Timmy Posted September 18, 2015 Share Posted September 18, 2015 Here you go @Azaezel http://pastebin.com/jjen0DJJ noticed that warning on my laptop the other week (amd gpu). Didn't look into it though. Link to comment Share on other sites More sharing options...
Azaezel Posted September 18, 2015 Share Posted September 18, 2015 @timmy: and the _P? looks like that ones a vertex shader, and most of the time temp variables crop up in pixel shader loops.On the sdl2 keybinding front... still looking into it https://github.com/Azaezel/Torque3D/commits/SDL_Synergy (Code-dump courtesy of mango: https://onedrive.live.com/redir?resid=5FBC82584B785711!1683&authkey=!AOFSAyCieMxPn54&ithint=file%2czip , though a straight drop-in and replace still showed some interference. Might rule a few things out though.), don't think that's gonna make cutoff however, unfortunately. Link to comment Share on other sites More sharing options...
Timmy Posted September 18, 2015 Share Posted September 18, 2015 @Azaezel_V : http://pastebin.com/upqpeKDW_P: http://pastebin.com/eYuB35hvSorry i couldn't remember which one that was i posted originally haha. Same error happens on multiple shaders, i think the imposter is the common connection, i think Link to comment Share on other sites More sharing options...
Azaezel Posted September 18, 2015 Share Posted September 18, 2015 If it is, about the only thing that sticks out that'd likely be applying too much pressure might be https://github.com/Azaezel/Torque3D/commit/15f477a451447805b81adf0e7dcf0745b4a504fe if yall want to try and throw that at it, see if that helps or not... Link to comment Share on other sites More sharing options...
Timmy Posted September 18, 2015 Share Posted September 18, 2015 I'll give it a shot tomorrow, my first guess was that imposter uv size too. There is just nothing else obvious apart from that. Link to comment Share on other sites More sharing options...
Timmy Posted September 19, 2015 Share Posted September 19, 2015 @AzaezelI couldn't get rid of that warning message until i lowered the number down to 8 for the uv's :| i tried 32,24,16 and finally 8 worked. Link to comment Share on other sites More sharing options...
Azaezel Posted September 19, 2015 Share Posted September 19, 2015 @AzaezelI couldn't get rid of that warning message until i lowered the number down to 8 for the uv's :| i tried 32,24,16 and finally 8 worked.I... don't have a proper response to that... Hardware Specs? Link to comment Share on other sites More sharing options...
Timmy Posted September 19, 2015 Share Posted September 19, 2015 haha indeed! Link to comment Share on other sites More sharing options...
Timmy Posted September 19, 2015 Share Posted September 19, 2015 The card is a shader model 5 card too, it a HD 5650 Link to comment Share on other sites More sharing options...
JeffR Posted September 22, 2015 Author Share Posted September 22, 2015 Alright everyone, update!We're a little over 2 weeks out, and while it's taking a little longer than anticipated to push through the RC(I said 1-2 weeks initially), it's because we found a few straggler issues we needed to wrap up.I'm trying to wrap up the file dialog action for linux, and we've resolved most of the apparent SDL issuse, pending a few PRs getting rolled in. Once that's complete, I'll do a final spit-n-shine QA run over to try and make sure everything's on the level, and we should be good for release.In other words, we should be good for the real release by the end of the week! Yaay. Link to comment Share on other sites More sharing options...
Chelaru Posted September 30, 2015 Share Posted September 30, 2015 Bug/Feature? When i am in the Scene on the MissionGroup and i double click on the name of some item a small box pops around the the name of the item. If i change it's name and click enter on my keyboard the new name is discarded and the old one is used. Link to comment Share on other sites More sharing options...
JeffR Posted October 2, 2015 Author Share Posted October 2, 2015 Bug/Feature? When i am in the Scene on the MissionGroup and i double click on the name of some item a small box pops around the the name of the item. If i change it's name and click enter on my keyboard the new name is discarded and the old one is used. Looks like it's a bug. Luckily, renaming from the name field on the object looks to still work fine. Can address that later.As for 3.8, I've got the Linux file dialogs partially working, and if the stars align should have them wrapped up tonight. Codeblocks unfortunately doesn't make debugging stuff easy, so it's a bit slower going.Once those are done, 3.8 should be wrapped and good for release! Link to comment Share on other sites More sharing options...
razvanab Posted October 2, 2015 Share Posted October 2, 2015 A while back I posted an issue on github about 2048+ size heightmaps, soon I discovered that the problem with that size could be with the vram memory, but the thing is that in cryengine and UE4 I can import 4096+ heightmaps without any problems. Loos like this is a T3d problem after all.https://github.com/GarageGames/Torque3D/issues/411My specs:Inter Core 2 Duo 1.8ghz4 gb ramRadeon HD 6950 1 gb ram Link to comment Share on other sites More sharing options...
JeffR Posted October 2, 2015 Author Share Posted October 2, 2015 A while back I posted an issue on github about 2048+ size heightmaps, soon I discovered that the problem with that size could be with the vram memory, but the thing is that in cryengine and UE4 I can import 4096+ heightmaps without any problems. Loos like this is a T3d problem after all.https://github.com/GarageGames/Torque3D/issues/411My specs:Inter Core 2 Duo 1.8ghz4 gb ramRadeon HD 6950 1 gb ram So, same hardware, but you can load 4096 heightmaps on other engines, but not Torque?Alright, thanks for the rekindle on that. I don't remember running into this myself, but I may just have bypassed it. I'll make sure we get this touched on. If possible, could you upload an example of a heightmap that was giving you problems, so I can test against it? Link to comment Share on other sites More sharing options...
razvanab Posted October 2, 2015 Share Posted October 2, 2015 Can't load from size 2048 and up. Link to comment Share on other sites More sharing options...
JeffR Posted October 2, 2015 Author Share Posted October 2, 2015 Just tested it on my laptop, which has an intel HD card in it(so not exactly cutting edge)I was able to load the 2048 heightmap just fine, even if i nudged up the meters-per-texel.However, if I increased the heightmap res to 4096, I got a crash with the frame allocation asserting due to size limits.Are you running into this in debug? Release? Both? Link to comment Share on other sites More sharing options...
razvanab Posted October 2, 2015 Share Posted October 2, 2015 Release I build the src from github few days ago.This is the dxdiag.log maybe this will help.https://drive.google.com/open?id=1qk4I5TwRzBkjEYvhKEH53qL3D-vWK_P8s3yWUX0q-PU Link to comment Share on other sites More sharing options...
Skipper Posted November 24, 2015 Share Posted November 24, 2015 I loaded a 16bpp png 4096 heightmap (32mb) I saved in Photoshop to make a terrain and it crashed. I managed to get the heightmap to load and create a terrain which I saved but as soon as I try to paint it or load a 4096 base map into the terrain painter it crashes.I'm using the 3.8 final release.http://orb.uk.net/skipper/DesertMountains_Height40965.png Link to comment Share on other sites More sharing options...
JeffR Posted November 30, 2015 Author Share Posted November 30, 2015 I used the latest devhead build, and was able to import and paint without issue.Do you happen to have a base map example I can try and import with the terrain and see if that triggers anything? Link to comment Share on other sites More sharing options...
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